Class Talents

Cursed / Strife

1.30

Effective talent level: 1.3Use mode: ActivatedHate cost: 5.6Range: 2Cooldown: 8Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 3 turns and vulnerable to attacks. They will lose 5 Armour, 8 Defense and your attacks will gain 27% resistance penetration. If the target is adjacent to you, your domination will include a melee attack.
Effects will improve with your Willpower.

Dominate

1/5

Effective talent level: 1.3Use mode: PassiveDescription: Your preternatural senses aid you in your hunt for the next victim. You sense foes in a radius of 2.0. You will always sense a stalked victim in a radius of 10.
Also increases stealth detection by 32 and invisibility detection by 32.
Stealth and invisibility detection improves with your Willpower

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Rather than hide from the onslaught, you face down every threat. While active you have a 9% chance of repelling a melee attack. The recklessness of your defense brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
Repel chance increases with your Strength, and when equipped with a shield.

Repel

0/5

Cursed / Slaughter

1.30

Effective talent level: 1.3Use mode: ActivatedHate cost: 2.8Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: You slash wildly at your target for 117% (at 0 Hate) to 158% (at 100+ Hate) damage.
At level 3, any wound you inflict with this carries a part of your curse, reducing the effectiveness of healing by 33% for 15 turns. The effect will stack.
The damage multiplier increases with your Strength.

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: While active, every swing of your weapon has a 12% (if one-handed) or 26% (if two-handed) chance of striking a second nearby target for 0% (at 0 Hate) to 0% (at 100+ Hate) damage (+25% for two-handed weapons). The recklessness of your attacks brings you bad luck (luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The Cleave chance and damage increase with your Strength.

Cleave

0/5

Cursed / Endless hunt

1.30

Effective talent level: 2.6Use mode: SustainedRange: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: When you focus your attacks on a single foe and strike them in melee for two consecutive turns, your hatred of them overcomes you and you begin to stalk them with single-minded purpose. The effect will last for 40 turns, or until your prey is dead. Stalking gives you bonuses against your foe that grow each turn you hit them, and diminish each turn you don't.
Bonus level 1: +7 Accuracy, +7% melee damage, +0.50 hate/turn prey was hit
Bonus level 2: +10 Accuracy, +13% melee damage, +1.00 hate/turn prey was hit
Bonus level 3: +12 Accuracy, +20% melee damage, +1.50 hate/turn prey was hit
The accuracy bonus improves with your Willpower, and the melee damage bonus with your Strength.

Stalk

2/5

Effective talent level: 1.3Use mode: ActivatedHate cost: 2.8Range: 10Cooldown: 10Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: The connection between predator and prey allows you to speak to the mind of your target and beckon them closer. For 7 turns, they will try to come to you, even pushing others aside to do so. They will move towards you instead of acting 27% of the time, but can save verses Mindpower to slow the effect. If they take significant damage, the beckoning may be overcome altogether. The effect makes concentration difficult for your target, reducing Spellpower and Mindpower by 6 until they reach you.
The Spellpower and Mindpower reduction increases with your Willpower.

Effective talent level: 0.0Use mode: SustainedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Description: Let hate fuel your movements. While active, you gain 4% movement speed. The recklessness of your movement brings you bad luck (Luck -3).
Cleave, Repel and Surge cannot be active simultaneously, and activating one will place the others in cooldown.
The speed of your movements, combined with the balance and utility of two weapons, gives you 1 extra Defense while dual-wielding.
Movement speed and dual-wielding Defense both increase with the Willpower stat.

Surge

0/5

Cursed / Fears

1.00

Effective talent level: 1.0Use mode: ActivatedHate cost: 11.1Range: 8Cooldown: 6Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears.
You gain 2 new fears: The Paranoid effect gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 8%.
Fear effects improve with your Mindpower.

Instill Fear

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Heighten the fears of everyone around you. Any foe you inflict at least one fear upon and who remains in a radius of 3 and in sight of you for 5 (non-consecutive) turns, will gain a new fear that lasts for 8 turns. The target can save versus Mindpower to resist the effect, and each added fear reduces the chances of another by 10%.
You gain 2 new fears: The Terrified effect causes talents and attacks to fail 10% of the time. The Distressed effect reduces all saves by 6.
Fear effects improve with your Mindpower.

Heighten Fear

1/5

Effective talent level: 1.0Use mode: PassiveDescription: Impose your tyranny on the minds of those who fear you. Your mindpower is increased by 7 against foes who attempt to resist your fears.
You gain 2 new fears: The Haunted effect causes each existing or new fear effect that the target suffers from to inflict 16 mind damage. The Tormented effect causes 5 apparitions to manifest and attack the target, inflicting 16 mind damage each before disappearing.
Fear effects improve with your Mindpower.

Tyrant

1/5

Effective talent level: 0.0Use mode: ActivatedHate cost: 1.4Range: 4Cooldown: 20Travel Speed: instantaneousUsage Speed: Mind (100% of a turn)Is: a mind powerDescription: Panic your enemies within a range of 4 for 3 turns. Anyone who fails to make a mental save against your Mindpower has a 8% chance each turn of trying to run away from you.

Panic

0/5

Cursed / Gloom

1.30

Effective talent level: 3.9Use mode: SustainedRange: 3Cooldown: 0Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a mind powerDescription: A terrible gloom surrounds you, affecting all those who approach to within radius 3. Each turn, those caught in your gloom must save against your Mindpower, or have an 14% chance to suffer from slowness, stun or confusion for 3 turns.
This ability is innate, and carries no cost to activate or deactivate. Each point in Gloom increases the mindpower of all gloom effects (current: +9).

Gloom

3/5

Effective talent level: 2.6Use mode: PassiveDescription: Each turn, those caught in your gloom must save against your Mindpower, or have an 12% chance to be crippled by fear for 3 turns, reducing damage they inflict by -21%. The first time you melee strike a foe after they have been weakened will give you 2 hate.
Each point in Weakness increases the Mindpower of all gloom effects (current: +9).

Weakness

2/5

Effective talent level: 1.3Use mode: PassiveDescription: Each turn, those caught in your gloom must save against your Mindpower or have an 4.0% chance of becoming dismayed for 3 turns. When dismayed, the first melee attack against the foe will result in a critical hit.
Each point in Dismay increases the Mindpower of all gloom effects (current: +9).

Dismay

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Your gloom has become a sanctuary from the outside world. Damage from any attack that originates beyond the boundary of your gloom is reduced by 0%.
Each point in Sanctuary increases the Mindpower of all gloom effects (current: +9).

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your armour total by 6 for 5 turns and fully ignore the attack triggering it.
There is no cooldown to this effect, it can happen while already active.

Stoneskin

1/5

Effective talent level: 0.0Use mode: PassiveDescription: Money is the heart of the Dwarven Empire; it rules over all other considerations.
Increases Physical, Mental and Spell Saves based on the amount of gold you possess.
+1 save every 95 gold, up to +0. (currently +0)

Power is Money

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 57Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: While the origins of the dwarves remain clouded in mysteries to the other races, it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle.
Works up to 1 grids away (increases with Constitution and talent level).

Stone Walking

0/5

Cursed / Cursed form

1.00

Effective talent level: 2.0Use mode: PassiveDescription: Your body's strength is fed by your hatred. This causes most forms of healing to be between 50% effective (at 0 Hate) to 100% effective (at 100+ Hate). In addition, after each kill, you store the waning life force to invigorate yourself, restoring 23 life (limited by the foe's maximum life, up to a maximum of 53 at any time). You can heal no more than 14.2 life per turn this way, and it is not affected by your hatred level or other effects.
Healing from kills improves with your Willpower.

Effective talent level: 3.0Use mode: PassiveDescription: You have learned to hold onto your hate and use your suffering to fuel your body's rage. Every turn you take damage, the damage you inflict increases, until it reaches a maximum of +16% after 5 turns. Any turn in which you do not take damage will reduce the bonus.

Seethe

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You rise to meet the pain that others would inflict on you. Every turn you take damage, your Strength and Willpower increase until they reach a maximum of +1 after 5 turns. Any turn in which you do not take damage will reduce the bonus. While in effect, your body also has a 6% chance to overcome poisons and diseases each turn.

Effective talent level: 3.9Use mode: PassiveDescription: You become better at using your armour to deflect blows and protect your vital areas. Increases Armour value by 11, Armour hardiness by 51%, and reduces the chance melee or ranged attacks critically hit you by 15% with your current body armour.
(This talent only provides bonuses for heavy mail or massive plate armour.)
At level 1, it allows you to wear heavy mail armour, gauntlets, helms, and heavy boots.
At level 2, it allows you to wear shields.
At level 3, it allows you to wear massive plate armour.

Heavy Armour Training

3/5

Effective talent level: 0.0Use mode: PassiveDescription: You learn to maintain your agility and manage your combat posture while wearing light armour. When wearing armour no heavier than leather in your main body slot, you gain 4 Defense, 0% Armour hardiness, and 0% reduced Fatigue.
In addition, when you step adjacent to a (visible) enemy, you use the juxtaposition to increase your total Defense by 2 for 2 turns.
The Defense bonus scales with your Dexterity.

Effective talent level: 2.6Use mode: PassiveDescription: Increases Physical Power by 26, and increases weapon damage by 36% when using swords, axes or maces.

Weapons Mastery

2/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0, and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Effects

talent

Gloom

talent

Stalk

beneficial effect

The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 3%.

Cursed Form

Quests

You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul.
As a reward you improved Dexterity by +1.

Escort: lone alchemist (level 2 of Ruins of Kor'Pul)

done

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You must explore the Old Forest and find out what lurks there and what treasures are to be gained!* You must explore the Maze and find out what lurks there and what treasures are to be gained!* You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained!* You must explore the Daikara and find out what lurks there and what treasures are to be gained!

Into the darkness

active

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.
Stire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.'

The Brotherhood of Alchemists

active

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
3 lumberjacks have died.

It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns.

Natural totems are made by powerful wilders to store nature power.

elm totem of thorny skin [power 16] (20 cooldown)

On fingers

Flamebright
Crafted by a master0.10 Encumbrance.

Type: jewelry / ring ; tier 1

When wielded/worn:
Accuracy: +8 (+4 eff.)
Armour penetration: +7
Defense: +8 (+4 eff.)
Changes resistances penetration: +25% mind
Changes damage: +9% mind / +3% fireIt can be used to activate talent Disengage, placing all other charms into a 10 cooldown :Effective talent level: 2.0Power cost: 10 out of 10/10.Range: 7Travel Speed: instantaneousDescription: Jump back up to 3 grids from your target, springing over any creatures in your way.
You must disengage in a nearly straight line directly away from your target (which you must be able to see).
After moving, you gain 80% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any).
The extra speed and maximum distance you can move are reduced by your Fatigue level.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle.

brass lantern

Scrying Orb
Powered by unknown forces1.00 Encumbrance.

[Plot Item]
Type: orb / orb

When carried:

This orb will automatically identify items you find.

Scrying Orb

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

This item will automatically be transmogrified when you leave the level.psychokinetic pouch of steel shots of accuracy (21/21, 21-25.2 power, 2 apr)
Requires:- Dexterity 16